You are a bounty hunter sent to Na Pali by Inuit corporation to find the crashed ship, Vortex Rikers and termine surviving prisoners and recapture three rogue AIs that were on board and then get to gravity lift taking you to planet moon where you will call for dropship to pick you up.
This is a rework of a cancelled Playstation port of Unreal by Pterodactyl Software Ltd, which had all exclusive content. About 75 percent of content was recovered.
This project wants to achieve finishing up of the content, retexturing the maps, making them 100 percent coop playable, fixing scripts, finishing them up and filling up holes of not salvaged content.

I'm sorry for the delays in the next release. There has been an unfortunate loss of data at the end of 2013 and work truly picked up only at start of 2015. But since then, lots of new weapons/monsters have been made and being incorporated into the following story/maps. They mostly include cut weapons and monsters from the original game.

The screenshot is from the power facility level which needs some heavy work still but it's more than halfway done. This was one of the most unfinished levels in the game so please keep that in mind.

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Were all features from the mod originally designed for PSX version? The 95 tech demo stuff (especially the Minotaur enemy) seems kinda out of place, same with the reskinned version of unfinished Temple of Vandora, Aztec also looks like a weird choice since it finally made it to RTNP. Overall I enjoyed the mod besides fights including bots (but that's the problem of many Unreal mods) and some puzzles. Definitely looking forward to the rest of campaign.

Leo tried to write a reply here, but couldn't because of some technical problems. Here it is:

"No some things were not, but this is the section where old maps were being recycled or to be recycled(hence episode 1 part 2 had the most missing content of recovered files), so more things couldn't hurt I guess and most of it was even approved by some of the original authors.
If you mean the e1l3b level, the parts where the portals went were unfinished/not done in the original version of the map (even the portals wouldn't appear)
so I had to invent something new and reusing the 95 maps of authors who already worked on unreal psx seemed like a good idea especially if john was bringing midian back etcetera in
e1l6.
In the end I was trying to use as much as content possible. Even discarded map parts of upsx and less known beta/alpha stuff.
The aztec parts were specifically those of aztec5 from august 97 and rooms not appearing in rtnp. Besides upsx developement sidetracked rtnp entirely and ignored its events. Still, it can be explained as parts of designs the nali reused as sort of homage (they already worship the heroes, the entire e1l7 was meant to reflect it acording to the original design doc)."

I was talking back then about the demo release. I didn't expect things to take years, but if I was in a stable situation with people taking care of me a little more when it comes to IRL, it would have been a different story.